Ironfang Invasion

Game Master Rostam

Ironfang Invasion - Calendar, Provisions, Organization, Loot
Ironfang Invasion - Chernasardo Map
Fort Ristin
Caveholm


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Grand Lodge

DM Rostam wrote:
Quinneon "Quinn" wrote:
Quinneon "Quinn"

Stat block first:

Wound points – should be 27, its double con score + con mod

Drawback – Attached specifies that the GM chooses the attachment. I’ll choose it when you give me your list of NPCs.

Backstory:

Mimicking the backstory layout from Prasutagus’ page is interesting, but you should rework it to include the five living NPCs you’re supposed to create into it.

I'll adjust the Wounds - and remove the specific attachment.

I looked for the details about 5 NPC's, but wasn't seeing it. I'll get them added.

Grand Lodge

Changed the Trait to Veteran of Battle a Gorum religion trait.

I can change the wounds to 30 if I get in, The NPCs were in the fluff but there they are again.

Avaliene - NG - Human - Expert (Cook) - Sister
Nedanthal - NG - Human - Warrior - Twin Brother
Simon - CG - Human - Warrior - Town Militia man
Nalcine - CG - Elven - Expert - Town Bow Smith
Burtrand - CE - Dwarf - Warrior - Local tough


Str: 12 (2)
Dex (+2 racial): 17 (7)
Con: 11 (1)
Int: 16 (10)
Wis: 10 (0)
Cha: 14 (5)
6+3+1(Human)=10 skill points


Dotting, I will be submitting a Warpriest (sometime today)

Starting Wealth: 5d6 ⇒ (2, 4, 2, 6, 6) = 20 x 10 = 200gp

pbp experience = Noob (53 posts and counting)
Advancement = Slow XP track works for me
Best Post Time = between 8pm -11pm (GMT -5,US Eastern time zone)

*I will re-post this information when I make my final submission


Solace wrote:
I'd like to move from the dotted section to the partially completed section please.

Done. Can't wait to see the completed character.


Raltus wrote:
The NPCs were in the fluff but there they are again.

Thanks for reposting them. I had even added them to the NPC sheet already, I just forgot to mark on my submissions spread sheet that you'd given me them. Oh well.. and its fine if you wait to update the char sheet until selected.


1 person marked this as a favorite.
SnowHeart wrote:
Summoner unchained only offers 2 points per class level. So, with +2 from Int, I spent points as follows:

As noted Leinathan, I gave all 2+int skill classes 4+int skills in character creation, so you have to 2 more skill points to spend.

Since that's the only issue remaining (new background looks better), I will consider this complete.


Ian Ros wrote:
Ian Ros

Everything looks good. Thank you for your submission it is complete.


Should have everything completed. Skills updated and wound and vigor points corrected.


DM Rostam wrote:
Redac wrote:
Kiran Rowan

Backstory: Looks good, and he's even from Phaendar!

Stat block: Everything looks good here too. I would maybe suggest adding your familiar's stat block to the page as well, they sometimes end up being in harms way.

Thanks for the submission.

Excellent, thank you. This looks quite fun, I hope I'm lucky enough to be selected!

Quick question: normally a familiar's HP is half its master's, regardless of the animal's actual hit dice. Is there any special way I should adjust it for this Wounds/Vigor system?


I think I have Solace completed. I'm not overly familiar with vigor and wound points, so I hope I have it right.


This is Chobo's submission. Everything should be in this alias. I hope I didn't miss anything.

Chobo wrote:

Dotting, I will be submitting a Warpriest (sometime today)

[dice=Starting Wealth]5d6 x 10 = 200gp

pbp experience = Noob (53 posts and counting)
Advancement = Slow XP track works for me
Best Post Time = between 8pm -11pm (GMT -5,US Eastern time zone)

*I will re-post this information when I make my final submission


I would like to submit a skald. Everything is better with music!
Starting Wealth: 3d6 ⇒ (5, 3, 5) = 13

--------------------------------------------------------------
About Teeton speaks of Past
World View
Teeton is the pragmatic, a life of toil left him with the will to survive
Short Term Goals - Finish his initation as skald
Medium Term Goals - Travel a bit to learn more songs and stories
Long Term Goals - Marry a good woman and without fear
...
...
Human (Shoanti) Skald –Teeton speaks of Past
Age 18; Height 6' 02"; Weight 200 lbs
N Medium humanoid (human)
Init +2; Senses Perception +4
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
Wound Points 28
Wound Threshold 14
Vigor Points 9 (1d8 + 1 FCB)
Fort +4, Ref +2, Will +2
OFFENSE
Speed 30 ft.
Melee Battleaxe +4 (1d8+3/x3), Warhammer +3 (1d8+3/x3), dagger +3 (1d4+3/ 19-20/x2), Spear +3 (1d8+4/x3)
Ranged Sling +1 (1d4+3/x2) 50 ft, Spear +1 (1d8+3/x3) 20 ft
Spells Known (CL 1st; concentration +2)
1st (2/day) — Enhance Water, Grease
0 (3/day) — Detect Magic, Ghost Sound, Light, Prestidigation
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats (1+1 Human Bonus +1 story feat) – Power Attack, Risky Striker, Skald´s Vigor, Scribe Scroll
Traits (2) – Unbreakable Survivor, Shoanti Spirit-singer
Skills(ACP-2,)(2 Skald Levels + 1 Human + 2 BG) – Bluff +6 (1 rank), Craft leatherworking +4 (1 rank), K(History) +5 (1 rank), K(Nature) +5 (1 rank), Perform (Oratory) +6 (1 BG rank), Perform (Percussion) +6 (1 BG rank), ,Perception +4 (1 rank)
FCB – Level 1 - HP
Languages(1) Commen, Shoanti
SQ Bardic Knowledge, Raging Song (Su):
Combat Gear – Leather Lammellar Armor(25 lbs, 60 gp), Earthbreaker(14 lbs, 40 gp), dagger (1 lbs, 2 gp), sling bullets x 10(0 lbs, 1 sp), sling(-lbs, -gp)
Other Gear 2 gp, 28 sp, Drum(3 lbs, 5 gp), spell component pouch (2 lbs, 5 gp), Explorer's Outfit
Light Load 76 Medium Load 153 Heavy Load 227
Total Carried 89 lbs
.
.

...
...
BACKSTORY
10 years ago a small band of Shoanti arrived in Phaendar, four woman, six children less than 10 winters and four elderly, 1 venerable man and three crones. They were on the run from the Ironfang Legion, the last survivors of a shoanti tribe, that had been at the wrong place at the wrong time. Within three years, each of the woman had found a new husband, and one of the woman was Teaheel, who married one the towns Tanners and Leatherworkers, William, called Bill. She moved in with her son Teeton and her father, the half blind Leewan, called voice of the ancestors. The life as a tanners wive is not without hardship, and all had to work together to make means to an end. Bill was not a mean man, her rarely used the belt on wive and step-son and he rarely spent his money at the Drunken Dragon Inn. But the Shoanti preserved and worked hard, day and night to give the family some comfort. While Bill never adapted to shaonti cooking, the leather items made by his wive, painted in traditional shoantil style soon became a minor hit in the town.
After a year Teaheel was pregnant again and soon Teeton had a stepsister. His stepfather called her Maleen. Maleen was alwaysa whirlwind, dancing barefoot through the house and the shop and making the life of everyone better with her easy smile and little pranks.
In the evenings Teeton sat down at his grandfathers feet and listened to stories and songs, reciting the stories of his ancestors, remembering their songs, and more. When he was older, he joined the towns milita, joining the company of Baldurt Millerson, swinging his true fathers earthbreaker, a weapon that was saved by his mother and now his heritage.
As he was now of age, he was allowed to go with his father in the evening to the Drunken Dragon, but while his father was arguing with the neighbours, Teeton listened to the Bard performing there, the old one-legged Skeefson, called Crutch. Skeefson soon was happy to have such a young boy at his feet and told him everything he knew, about the world, about nature, all the lore he gathered in a lifelong journey as a bard. Half a year ago, he was allowed to perform next the Skeefson, reciting stories of the Nirmathas struggle of independence, of the valor of their freedom fighters and much more.

Bill Tanner - NG expert (Tanner and leatherworker) - Stepfather
Teaheel - NG expert (leatherworker) - Mother
Maleen - CG child - sister
Skeefson, TN called Crutch (Bard) - Mentor
Baldurt Millerson LN (Warrior and militia sarge) - Friend

Grand Lodge

QUINN's known NPC: DO YOU WANT US TO ADD THE NEW ONES TO THE LIST

Vane Oreld Oreld's Fine Shop When traveling the land, Quinn often find those in need. When he is near Phaendar, and that help exceeds a bandage to get them to town, he turns to Vane Oreld - the nearest thing to a Doctor that the local town has. Obviously, Quinn has been at the receiving end of that aid from time to time - making Vane and important friend in Phaendar.
Jet The Taproot Inn Throughout his travels, Quinn has met several different proprietors of "the Root," and he makes a point to become familiar with each - as the message boards and whispers of those looking for a guide surely passes through the ears of the Innkeeper.
Sam Brightwing Traveling Merchant Quinn and Sam met some time ago at the Taproot, being a fellow halfling conversation came earily. Sam is often in need of a guide or extra protection when moving from town to town with his goods. Quinn is always eager to take on that task as he is likely the longer friend Quinn has had outside of Isthy.
Tam & Uma Barton birds of a feather - flock together. As is the case with Tam and Uma, both of which work at "The Root." Although the Inn/Taverns owner changes hands more than these staples of this establishment. When in town, Quinn can often be found sharing a bit of gossip with this couple, and frequently with Sam Brightwing as well. Tam loves hearing of the travels, and Uma loves doting on Isthy.
*Erredil Laegathi F Elven Ranger w/ Foxclaws When Quinn thinks off all that is beautiful - he images Erredil. Anytime passing through the south end of the Fangwoods, Quinn is sure to seek out the Rangers of the Foxclaws, in particularly this elf. Although not typically shy on his own, he tends to act it bit awkward around her. He also appreciates the conversations regarding the trade routes and what to expect on the roads throughout the south end of the forest.


This sounds very interesting, a few questions:
1. Will it be a problem that I am currently in another ironfang invasion game?
2. You mentioned the possibility of young npcs coming to harm during the story, how do you feel about young pcs?


Quickly answering some questions.

Redac wrote:
Quick question: normally a familiar's HP is half its master's, regardless of the animal's actual hit dice. Is there any special way I should adjust it for this Wounds/Vigor system?

Since the familiar stat blocks have a constitution score, I think it would be best if the wound points and threshold are calculated off of the familiars constitution, and then the familiar's vigor points are equal to half of the Caster's vigor points. What do you think?

Quinneon "Quinn" wrote:
QUINN's known NPC: DO YOU WANT US TO ADD THE NEW ONES TO THE LIST

No I will add them to the list. Also, could you please review the 'Character Creation'spoiler on what I need for the required NPCs you should submit. And all 5 should be new, please.

Yokaiboy wrote:

This sounds very interesting, a few questions:

1. Will it be a problem that I am currently in another ironfang invasion game?
2. You mentioned the possibility of young npcs coming to harm during the story, how do you feel about young pcs?

1 - I am reading through Redelia's games (both low and high) to see what issues the players run into, how they react to things, etc. Given the nature of APs, you playing in this one already does make me hesitant, but if you can make a character that gels well with the party I pick then I am willing to accept you.

2 - There is already one young PC submission, so I personally have no problem with it. However, if it is a problem for other people in the party I pick I will need you to age the character some.

@ ALL I will hopefully be posting stat block reviews again starting tomorrow. I will also have another character round up posted on September 10th.


Gilthanis here, with my submission :)


So I have yet to decide which nature themed class to choose, but I have moved forward with a backstory. It's kind of messy right now, but I like the idea of doubly torturing my character, first in their backstory and then in the destruction of Phaendar.

As for the class, I have considered taking the Darkblight survival as a trigger to Fey powers, in which case something like the Feyspeaker Druid would fit. I have considered focusing more on his lessons from his mother, in which case perhaps a Grenadier Alchemist with a bow would fit. I have considered focusing more on the hunter part and going with Nature Fang Druid, a Hunter, or some type of Ranger. I have even considered taking a nature god and being an Inquisitor, establishing some type of Inquisitorial Hunters union.

Backstory WiP:

Deep within the Fangwood there was once cozy little hut surrounded by all manner of gardens. A constant stream of traffic from the nearby hamlets traveled to the hut. An injured man, a pregnant woman, parents with their sickly child, each would knock and be allowed entry. Within the hut they would find not a hunched old witch, but a beautiful elven woman of an age indeterminate to all who met her. They knew she had resided there since before they were born and would likely be there long after they died. Some said she was once a great adventurer reknowned across the Inner Sea, though she never confirmed nor denied such whispers. Her remedies and cures turned her a a tidy profit to keep her gardens and stores well stocked.

That Elven Hedgewitch was my mother. I grew up in that hut, tending its gardens and assisting in the healing of the weary. My mother wished nothing more than for me to learn her trade and become a curer of ails, but it was not to be. I wished for dangerous adventures and exotic places. Many an argument had begun with my mother finding me daydreaming when I should haven been working and learning. I know not what my mother had against adventurers, but her only patrons to which she was ever rude were those who live such a life. She kept her secrets close to her chest and spoke little of her past to me. I know that she had a small ornate box she kept under her bed. I once spied her pouring over it in the night, eyes filled with tears. Perhaps it had to do with my father, a Human man who I had never met and of whom she had never spoke.

One night I left my mother in her trance and snuck out to the woods. It hadn’t been unusual for me to do so, I found solace under the leaves and the stars: tracking animals, gathering berries, or going for a night swim. Unfortunately, that night was to be different. The Darkblight came for us, for the surrounding hamlets and for the hut I grew up in too. By the time I reached my home the blighted Fey and their aberrations had destroyed it utterly, naught was left but ash. Of the Darkblighted creatures only one Fey remained. I attacked it in a rage and it toyed with me, its laughter played through my mind and amplified my hatred and fear until there was nothing left but a gibbering madness. I awoke the next morning, the Fey had not killed me, though I knew not why. It did leave me with a blighted scar across my throat that will never heal. Of my mother I found no trace, it is likely she died there, but I often lose myself in thoughts, wondering if she is out there somewhere, the slave of some twisted Fey. Elves live a long life and I have heard it said that if that life becomes one filled with regrets it can become a slow death instead. I believe that is how my mother felt, wasting her days away in that little hut. I can only hope she found her peace that day, because with the blighted Fey her slow death would become an eternity.

I wandered out of the Fangwood in a daze and eventually a hunting party from Phaendar found me. They took me in, nursed me to health and then accepted me into their homes. With the hunters, I found training and work that allowed me to fulfill my urge to roam and to continue to learn in the memory of my mother. It was impossible to continue to brood and lament when these hearty people offered me nothing but smiles and companionship. My scars may never heal, but I have found a home and a purpose here in Phaendar.


DM Rostam wrote:


@ ALL I will hopefully be posting stat block reviews again starting tomorrow. I will also have another character round up posted on September 10th.

Cool. Good luck with you new job tomorrow!

Also, I have a question about the bonus feats for full bab and 3/4 bab classes. Would a Warpriest get the all the feats (considered full bab) as their levels count as fighter levels and their bab is equal to their level for feat prerequisites? Just wondering.


The Pale King wrote:

So I have yet to decide which nature themed class to choose, but I have moved forward with a backstory. It's kind of messy right now, but I like the idea of doubly torturing my character, first in their backstory and then in the destruction of Phaendar.

As for the class, I have considered taking the Darkblight survival as a trigger to Fey powers, in which case something like the Feyspeaker Druid would fit. I have considered focusing more on his lessons from his mother, in which case perhaps a Grenadier Alchemist with a bow would fit. I have considered focusing more on the hunter part and going with Nature Fang Druid, a Hunter, or some type of Ranger. I have even considered taking a nature god and being an Inquisitor, establishing some type of Inquisitorial Hunters union.

Love your backstory. Sounds to me

like an Oracle with the Spirit Guide archetype and the Nature mystery and wasting curse might fit.

The spirit guide gets hexes which ties nicely to your mother and the nature mystery ties well to you backstory too. But I really think the wasting mystery ties everything together as you would still be suffering from your encounter with the fey.

Grand Lodge

*Erredil Laegathi F | CG | 128 | Elf | Ranger w/ Foxclaws | Chernasardo - When Quinn thinks off all that is beautiful - he imagines Erredil. Anytime passing through the south end of the Fangwoods (Chernasardo), Quinn is sure to seek out the Foxclaws, in particularly this elf. Although not typically shy on his own, he tends to act it bit awkward around her. He also appreciates the conversations regarding the trade routes and what to expect on the roads throughout the south end of the forest.
*Thordurum Longminer M | LG | 125 | Dwarf | Expert 2 | Market Green | Gemcutter/Merchant - Thordurum is a occasional traveling companion that has utilized Quinn's services as a guide of the last few years - often to get from Phaendar to the South edge of the Fangwood. Payment is usually in the form of minor gems - as Isthy has a fascination with the stones. Thordurum is in Phaendar for the Autumn Festival.
*Zita F | NG | 31 | Human | Expert 2 | The Taproot | Performer - Zita has silver hair and dark blue eyes. She wears well-made clothing and several pouches hang from her belt. Hilda has an animal companion, a red fox named Gerey. Aside from an occasional escort, Quinn has become acquainted with the performer for the love of her music, as it is a nice change of pace from the road traveled. Isthy is torn between the love of the music of occasionally playing with Gerey... however Isthy looks to be outgrowing the little fox. Zita is in Phaendar for the Autumn Festival.
*Varata Cornealeous Swirlingpot M | CN | Gnome | 121 | Expert 3 | Oreld's Fine Shop | Alchemist - Quinn commonly carries an few potions on hand when he can afford to - these have become saviors on the road traveled when coming across those in need (frequently for healing or poison), from encounters in the wilds. Varata and Quinn refer business to each other frequently, and can be found together at "the Root" when the shop is closed, to exchange stories.
*Dimir M | NG | Human | 38 | Expert 2/Aristocrat 1 | Market Green (Tamran) | Animal Trainer - Dimir visits Phaendar from time to time for the Market Green and festivals, but he hails from Tamran. Quinn works with Dimir from time to time to aid in the training of the exotic pets and animals Dimir sells. Dimir takes rescued and injured animals and nurses them to health - animals unable to be released he trains and sells to customers to care for. Isthy has been a valuable aid in the training process the speeds up training efforts. Dimir is in Phaendar for the Autumn Festival.

Grand Lodge

The Pale King wrote:
So I have yet to decide which nature themed class to choose, but I have moved forward with a backstory. It's kind of messy right now, but I like the idea of doubly torturing my character, first in their backstory and then in the destruction of Phaendar.

Destruction of Phaendar? Does the Autumn Festival go south that badly!


Quinneon "Quinn" wrote:
The Pale King wrote:
So I have yet to decide which nature themed class to choose, but I have moved forward with a backstory. It's kind of messy right now, but I like the idea of doubly torturing my character, first in their backstory and then in the destruction of Phaendar.
Destruction of Phaendar? Does the Autumn Festival go south that badly!

Is there any festival at the start of an AP that doesn't end in chaos and destruction?


Alezandu Pavlenco wrote:
Quinneon "Quinn" wrote:
The Pale King wrote:
So I have yet to decide which nature themed class to choose, but I have moved forward with a backstory. It's kind of messy right now, but I like the idea of doubly torturing my character, first in their backstory and then in the destruction of Phaendar.
Destruction of Phaendar? Does the Autumn Festival go south that badly!
Is there any festival at the start of an AP that doesn't end in chaos and destruction?

Didn't you read the players' guide? There's a picture of hobgoblins slitting the throats of helpless guardsmen on the first page!

Grand Lodge

Quote:
Didn't you read the players' guide? There's a picture of hobgoblins slitting the throats of helpless guardsmen on the first page!

Sure, but I didn't develop my NPC's and background based off of future events. I'm not playing a fortune teller :)


I'd like to submit Zig Druzzar for your perusal! Zig is a Crossblooded Rager whose dormant Bloodrager abilities had been dormant until an Ironfang hobgoblin disemboweled his mother in front of him during the Ramgate Massacre. Since then he's been wasting away with voices from beyond the stars and the Abyss occupying his mind, slowly driving him mad, all the while growing to an immensesize.

It's been two years since he's seen a hobgoblin, and hobgoblins the world 'round should hope he never sees another...

Crunch:
Human Crossblooded Rager – Zig Druzzar
Age 16; Height 6’6”; Weight 220 lbs
N Medium humanoid (human)
Init +1; Senses Perception +4

DEFENSE
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 dex)
Wound Points 30
Wound Threshold 14
Vigor Points 10 (1d10)
Fort +4, Ref +1, Will -2

OFFENSE
Speed 40 ft. (30 ft in armor)
Melee Longsword +5 (1d8+4/19-20 x2), dagger +5 (1d4+4/ 19-20/x2), or
2 Claws +7 (1d6+6 x2) (Bloodrage Only)
Ranged Javelin +2 (1d6+4/x2) 30 ft,

STATISTICS
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 14
Feats (2+3 GM granted Feats) – Power Attack, Risky Striker, Deadly Aim, Recovered Rage, Reckless Rage
Traits (2) – Ironfang Survivor, Unintentional Linguist
Skills(ACP-5a, -2b)(1 Bloodrager Level + 1 Human+1 FCB-1 Int) – Acrobatics +5, Intimidate +6, Perception +4, Ride +1, Spellcraft +4, Survival +4, Swim +4, Perform (Singing)
FCB – Level 1 - SP
Languages(1) Common, Abyssal
SQ Bloodrage, Fast Movement, Claws,

Combat Gear – Scalemail(30 lbs, 50 gp), Heavy Wooden Shield(10 lbs, 7 gp), Longsword (4 lbs, 15 gp), dagger x 3 (3 lbs, 6 gp), Javelins x 5 (10 lbs, 5 gp),
Other Gear 22 gp, Traveler's Outfit

Light Load 101 Medium Load 202 Heavy Load 303
Total Carried 57 lbs

Bio:

“Unnatural” gets thrown around a lot near the Fangwood, but when a normal-sized 14-year-old child becomes a hulking 6’6” behemoth in two years… that’s a new kind of unnatural..

It didn’t happen in a vacuum. Zig’s father, a skilled member of the local guard in Phaendar, was called into service to help lay siege to Ramgate. Unable to stomach her husband fighting without her by his side, she and Zig accompanied him, staying and working in one of the supply camps. When all hell broke loose and the Hobgoblins began slaughtering civilians wholesale, their camp was one of the first hit. Zig could do nothing but watch as a hobgoblin blade tore through his mother’s flesh. It was an image that would forever be burned into his memory. But afterwards? No memory. None whatsoever.

The next thing he remembers is a Nirmathi healer pulling hobgoblin corpses off of him. The healer claimed there were at least seven corpses surrounding and covering Zig, all torn to shreds by the same parrallel cuts, like a wild animal. After healing his wounds, the healer sent Zig back home traumatised and still covered in blood.

His childhood friend’s family, the Sextons, took him in without question, but that’s when the “Growth Spurt” began. In two years the boy went from 5’3” to 6’6”, and gained an appetite that nearly bankrupted the Sextons. It got to the point where Zig had to get a job with the city guard just to mitigate his food expenses.

All this time, rumors abounded that the souls of the Ramgate massacre were inhabiting his body, or that he himself ate hobgoblin flesh and could not sate his hunger. The truth was far more sinister. Somewhere in Zig’s very DNA, something dark was stirring. Something that his anger and fear had awakened. He began hearing voices from the stars, seeing things out of the corners of his eyes. When he tried to pray at the altars of Desna and Erastil, his prayers were interrupted in his mind by strange voices in languages he could somehow understand. Bad omens followed: flowers wilting at the altars, cracks forming in the wood of the statues, it didn’t take long before Zig was barred from entering the shrine.

He could still visit the shrine of The Green faith without incident, and was given much advice by Vero Caligni, the shrine’s steward, on how to achieve a better balance with nature. Rather than things getting better, the voices started talking whenever they damn well pleased. Zig began to talk back, hoping that he could appease them, get them to finally shut up. Responding seemed to only make it worse.

What was a normal, even charming young man two years ago is now a hulking nervous wreck, hearing voices and talking back to them in Abyssal often without realizing, abandoned almost entirely by his community. If something doesn’t change soon, Zig will most likely lose himself to the madness entirely… or worse.

Townsfolk:
Vero Caligni – True Neutral – Male Halfling– Adept 1 – Mentor and Spiritual guide – Tends to the Shrine of the Green Faith

Vero has been attempting to help Zig achieve “balance” with nature. As ill-omens have consistently appeared at his visits to the shrines of Desna and Erastil, the shrine of The Green Faith is the only one Zig is still welcome at.

Alice Greenfens – Chaotic Neutral – Female Half-Elf – Commoner 1 – Unrequited Crush? – Barmaid at the Taproot Inn.
Zig has had a crush on Alice since before he can remember. She used to bully him when they were young. Now, with rumors abounding that Zig is “possessed” or “corrupted,” she’s one of the few people in town who will talk to him. Whether this is because she’s unafraid of Zig, feels bad for bullying him in the past, or possibly even returns his feelings is anyone’s guess.

Jericho Sexton – Neutral Good – Male Human – Expert 2 – Foster Father – Hunter
After Zig’s parents were brutally slain, Jericho and his wife took him in as their own.

Alaina Sexton – Neutral Good – Female Human – Commoner 1 – Foster Mother – Housewife
Alaina was Zig’s mother’s best friend since childhood. She had a sinking feeling when Zig’s father was sent to fight at Ramsgate, and his mother followed to support the troops. She had no idea that she’d never see her best friend again. Once full of mirth and energy, Alaina has been uncharacteristically quiet for almost two years.

Malik Sexton – Chaotic Good – Male Human – Commoner 1 – Best Friend – Works as a clerk at Phaendar Trading Company
Zig’s best friend since childhood. His feelings haven’t changed since Zig came back from Ramgate. If anything, he’s become kinder and softer to Zig in the two years since.


DM Rostam wrote:


Since the familiar stat blocks have a constitution score, I think it would be best if the wound points and threshold are calculated off of the familiars constitution, and then the familiar's vigor points are equal to half of the Caster's vigor points. What do you think?

That seems reasonable. Here's Shadow's stat block using those rules:

Shadow:

Shadow
N Tiny animal (cat, familiar)
Init +2; Senses low-light vision, scent, Perception +5

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 dex, +1 natural, +2 size)
Wound Points 15
Wound Threshold 8
Vigor Points 3
Fort +1, Ref +4, Will +3

OFFENSE
Speed 30 ft.
Melee bite +4 (1d3-4)
Melee claw +4/+4 (1d2-4)
Space 2.5 ft; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (2 vs. trip)
Feats Weapon Finesse
Skills Climb +6 , Perception +5, Stealth +14
Communication Empathic Link
SQ alertness, empathic link, improved evasion, low-light vision, scent, share spells

Light Load 5 Medium Load 15 Heavy Load 22
Total Carried 0 lbs

I do have another question, though. How exactly would these values change as Kiran levels up? Would the Wound Points and Threshold stay the same while its Vigor Points keep moving up to stay at half of mine?

Grand Lodge

Man - The Taproot must be HUGE. There are a ton of barmaids :)


Maybe it's open 24/7 and they just have a lot of shifts?


Rolling wealth.

Starting Wealth: 5d6 ⇒ (6, 3, 2, 6, 2) = 19 * 10 = 190 gp. 15gp above average, so if my character gets picked first round of drinks is on me :)


Statblock:
Halfling Paladin of Erastil – Olivia
Age 23; Height 3' 0"; Weight 30 lbs
LG Small humanoid (halfling)
Init +3; Senses Perception +2

DEFENSE
AC 19, touch 14, flat-footed 16 (+5 armor, +3 dex, +1 size)
Wound Points 28
Wound Threshold 14
Vigor Points 10 (1d10)
Fort +5, Ref +4, Will +3

OFFENSE
Speed 20 ft. (15 ft in armor)
Melee Bardiche +4 (1d8+3/19-20/x2), Battleaxe +4 (1d6+2/x3), Dagger +4 (1d3+2/19-20/x2)
Ranged Sling +5 (1d3+2/x2) 50 ft
Spells Prepared (CL -; concentration -)

STATISTICS
Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 14
Base Atk +1; CMB +2 (+4 trip); CMD 15
Feats (1+4 bonus) – Combat Expertise, Combat Reflexes, Deadly Aim, Power Attack, Risky Striker
Traits (2) – Armor Expert, World-Weary (Survival)
Skills(ACP-2a) (4 Paladin Levels - 1 Intelligence + 2 BG) – Diplomacy +6 (1 rank), Handle Animal +6 (1 rank), Heal +4 (1 rank), Profession(soldier) +4 (1 rank), Survival +4 (1 rank)
FCB – Level 1 - +1/2 Lay on Hands heal
Languages(2) Common, Halfling
SQ Aura (LG), Code of Conduct, Detect Evil, Smite Evil 1/day

Combat Gear – Bardiche (7 lbs, 13 gp), Scale Mail (15 lbs, 50 gp), Heavy Wooden Shield (5 lbs, 7 gp), Battleaxe(3 lbs, 10 gp), dagger (0.5 lbs, 2 gp), sling bullets x 10 (2.5 lbs, 1 sp), sling(-lbs, -gp)
Other Gear 107 gp, 9 sp, Explorer's Outfit

Light Load 43 Medium Load 87 Heavy Load 131
Total Carried 33 lbs

Backstory, NPCs and other fluffs:

Backstory:
Olivia lost her father to a bandit attack when she was still a baby, and lost many other friends and family as she grew up, either because they were killed or because her family would constantly move around the Nesmian Plains whenever a region got dangerous. While she was raised to accept this reality and just try to survive the events as best as she could, Olivia aways felt like she should stay and fight agaisnt injustice, fortunatelly for her, she never had to for a long time. When she was 15 years old, her family's farm was finally attacked by a group of bandits; true to her toughts, Olivia tried to fight back, but even poorly-equipped bandits with no combat training proved to be a challenge bigger than what the small halfling could deal with. Olivia only survived because a chernasado ranger was in the region and managed to save her, and her mother was still gravely injured by the attack.

At this point, her family moved to Phaendar, were they would be safer. And yet the contact with real danger only emboldened Olivia's view that she should learn how to fight and protect her family. For the years to follow, Olivia trained diligently on her own before enlisting to fight against the Molthune, there she honed her skills, but weakened her will as the horrors of war were too big and unending. After losing almost her whole platoon to an ambush, Olivia retired from the front lines and came back Phaendar with the only other survivor from the ambush, the now blind and armless liutenant she served under. Now she just wants to rest and keep herself and her family away from danger and conflit. Little she knows that conflict might come to her very soon...

Personality: Despite her rough looks, Olivia is actually very friendly and pleasant to be around, a childhood of moving constantly and taught her how to quickly make new friends, and years of war made so she doesn't get bothered by small thinks like offenses or indiscretions. She is simple-minded and earnest, and sometimes melancholic.

Character Growth: Olivia is still more of a warrior than a woman of faith, and though her ideals align with those of Erastil, she has yet to temper her faith and become a divine warrior. She is also tired of conflict as the real war didn't match her expectations of what fighting for justice would be like. Over the course of the game is expected that the faith in Erastil and the immediate threat to her community will become reminders that moment-to-moment action of fighting should serve a bigger picture.

Mechanically, Olivia is focused on protecting her allies with her paladin abilities and defensive feats such as Bodyguard, while still being able to deal decent damage thanks to Smite Evil, Power Attack and possibly bonuses from mounted combat (once she gets there). She'll later pivot into more offensive feats (since the Vanguard/Patrol feat chain is way too lenghty for a non-fighter), either focusing on the trip maneuver (with Fury's Fall to compensate the strenght and size penalties) or in mounted combat.

---

NPCs:
Seffana (F | N | 85 | Halfling | Olivia's mother | Farmer) - Olivia's mother was gravely injured during the bandit attack and moved to Phaendar eight years ago in search of a safer life, the locals quickly took to her and the farmers appreciate her experience and insight about weather and crops. Seffana loves Olivia but is constantly worried about her foolish behavior.

Lucca (F | N | 42 | Halfling | Olivia's older sister | Herbalist) - Olivia's beautiful sister became an apprentice herbalist soon after she got into town, when she is not working she spents her time at the Taproot drinking and flirting.

Rikel (M | CN | 65 | Halfling | Friend of Seffana | Fisherman and gambler) - A native of Phaendar, Rikel is a fisherman who spends all his earnings gambling at the taproot; sometimes rich, often times broke, Rikel and Olivia hated each other from first sight and he occasionally invents bad gossip about her.

Verchiel (M | CG | 150 | Elf | Saved Olivia from bandits | Chernasado ranger) - The elf who saved Olivia's family from certain death at the hands of bandits comes to Phaendar surprisingly often. He has become a good friend of Olivia ("still trying to make her give up on that stupid sling and use a real ranged weapon, like a bow") and is rumored to have a crush on Lucca.

Henoke Hutov (M | LG | 42 | Human | Olivia's ex-liutenant | Retired soldier) - A war veteran from Andoran who came to (in his eyes) free Nirmathas, Henoke lost his sight and his arms at the war, but not his wits nor his discipline. The retired soldier keeps what is left of his body in top condition and can be seen exercising around the town or dispensing advice about battle and defense to those who will hear.


”Solace” wrote:
Solace

Skills – You have 5 skill ranks (4 class +1 FCB is my assumption) you should also have 2 background skill ranks from Pathfinder Unchained.

Feats – You don’t need to write them here, just remember about the free feats full BaB characters get.

Racial Traits – Fey Magic is not allowed as it is not from the PRD, please choose a racial trait from the PRD if you wish to replace Orc Ferocity.

Backstory: Looks good

Just give me a note on what you are doing about the trait and I will consider this complete. Thanks for the submission.


Daniil, Knight of Erastil wrote:
Chobo's Character

Stat block – looks good

Backstory – I like it

Thanks for your submission. (Will answer your question in a separate post)


I will replace the trait with Acute Darkvision.


Vincent Del Sol wrote:
Gilthanis here, with my submission :)

I think I got lost in the thread. Reposted for your ease to find


Helikon wrote:
Teeton speaks of Past

Stat Block:

Wound points – Should be 30 (its con score x 2 + con mod at level 1)

Feats – Uncertain about what you mean by +1 story feat. Other than that looks good.

Traits – Shoanti Spirit-singer is not from the PRD. Please choose a trait from the PRD.

Backstory – Change drunken Dragon Inn to Taproot Inn. Other than thats its good. Thank you for your submission, I will consider it complete once the trait is changed.


Questions, answers, and general comment replies.

The Pale King wrote:
Backstoru WIP

It looks good so far after a quick read. In your final submission, I suggest you name the blighted fey creature Malignant Nolly. Maybe add a bit about wanting revenge on her.

Chobo wrote:
I have a question about the bonus feats for full bab and 3/4 bab classes. Would a Warpriest get the all the feats (considered full bab) as their levels count as fighter levels and their bab is equal to their level for feat prerequisites? Just wondering.

After looking into it, Warpriests, and any class that gets its level as the equivalent fighter level for qualifying for feats, will get all of the bonus feats so long as their fighter level grants them access to all feats.

Quinneon "Quinn" wrote:
A horde of wild NPCs appear!

Thank you good sir.

Redac wrote:
I do have another question, though. How exactly would these values change as Kiran levels up? Would the Wound Points and Threshold stay the same while its Vigor Points keep moving up to stay at half of mine?

I am going to go with it keep gaining wound points equal to its con mod every level (like the characters will), its wound threshold will be equal to its con score, and its vigor points stay at half of yours.

Quinneon "Quinn" wrote:
Man - The Taproot must be HUGE. There are a ton of barmaids :)
Solace wrote:
Maybe it's open 24/7 and they just have a lot of shifts?

A bit of both. It is the second largest building in town and so far has 8 employees, including the owner. Gotta provide food all day long for the people here.

Solace wrote:
I will replace the trait with Acute Darkvision.

Consider your submission complete! Thank you.

***

General – I am slowly getting caught up on stat blocks now, Vincent Del Sol is next (not lost, just that far behind), Zig Druzzar (from Tassadan) is after that, then its Wilken’s character Olivia.

So far its a pretty strong showing and has more entrants than I anticipated. Character round up might get moved to either the 9th or 11th based on how a Starfinder game I’m in gets scheduled, but it will be out around then.


DM Rostam wrote:


Chobo wrote:
I have a question about the bonus feats for full bab and 3/4 bab classes. Would a Warpriest get the all the feats (considered full bab) as their levels count as fighter levels and their bab is equal to their level for feat prerequisites? Just wondering.

After looking into it, Warpriests, and any class that gets its level as the equivalent fighter level for qualifying for feats, will get all of the bonus feats so long as their fighter level grants them access to all feats.

Nice!


Well if it is not too late to jump into this game, may I present my submission, Baralas a Chernasardo ranger hopeful.


Teeton rework:

About Teeton speaks of Past
World View
Teeton is the pragmatic, a life of toil left him with the will to survive
Short Term Goals - Finish his initation as skald
Medium Term Goals - Travel a bit to learn more songs and stories
Long Term Goals - Marry a good woman and without fear
...
...
Human (Shoanti) Skald –Teeton speaks of Past
Age 18; Height 6' 02"; Weight 200 lbs
N Medium humanoid (human)
Init +2; Senses Perception +4
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
Wound Points 30
Wound Threshold 14
Vigor Points 9 (1d8 + 1 FCB)
Fort +4, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee Earthbreaker +3 (2d6+4/x3),
Ranged Sling +1 (1d4+3/x2) 50 ft, Spear +1 (1d8+3/x3) 20 ft
Spells Known (CL 1st; concentration +2)
1st (2/day) — Enhance Water, Grease
0 (3/day) — Detect Magic, Ghost Sound, Light, Prestidigation
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats (1+1 Human Bonus +1 3/4 Feat) – Power Attack, Risky Striker, Skald´s Vigor, Scribe Scroll
Traits (2) – Unbreakable Survivor, Auspicious Tattoo
Skills(ACP-2,)(2 Skald Levels + 1 Human + 2 BG) – Bluff +6 (1 rank), Craft leatherworking +4 (1 rank), K(History) +5 (1 rank), K(Nature) +5 (1 rank), Perform (Oratory) +6 (1 BG rank), Perform (Percussion) +6 (1 BG rank), ,Perception +4 (1 rank)
FCB – Level 1 - HP
Languages(1) Commen, Shoanti
SQ Bardic Knowledge, Raging Song (Su):
Combat Gear – Leather Lammellar Armor(25 lbs, 60 gp), Earthbreaker(14 lbs, 40 gp), dagger (1 lbs, 2 gp), sling bullets x 10(0 lbs, 1 sp), sling(-lbs, -gp)
Other Gear 2 gp, 28 sp, Drum(3 lbs, 5 gp), spell component pouch (2 lbs, 5 gp), Explorer's Outfit
Light Load 76 Medium Load 153 Heavy Load 227
Total Carried 89 lbs
.
.

...
...
BACKSTORY
10 years ago a small band of Shoanti arrived in Phaendar, four woman, six children less than 10 winters and four elderly, 1 venerable man and three crones. They were on the run from the Ironfang Legion, the last survivors of a shoanti tribe, that had been at the wrong place at the wrong time. Within three years, each of the woman had found a new husband, and one of the woman was Teaheel, who married one the towns Tanners and Leatherworkers, William, called Bill. She moved in with her son Teeton and her father, the half blind Leewan, called voice of the ancestors. The life as a tanners wive is not without hardship, and all had to work together to make means to an end. Bill was not a mean man, her rarely used the belt on wive and step-son and he rarely spent his money at the Taproot Inn. But the Shoanti preserved and worked hard, day and night to give the family some comfort. While Bill never adapted to shaonti cooking, the leather items made by his wive, painted in traditional shoantil style soon became a minor hit in the town.
After a year Teaheel was pregnant again and soon Teeton had a stepsister. His stepfather called her Maleen. Maleen was alwaysa whirlwind, dancing barefoot through the house and the shop and making the life of everyone better with her easy smile and little pranks.
In the evenings Teeton sat down at his grandfathers feet and listened to stories and songs, reciting the stories of his ancestors, remembering their songs, and more. When he was older, he joined the towns milita, joining the company of Baldurt Millerson, swinging his true fathers earthbreaker, a weapon that was saved by his mother and now his heritage.
As he was now of age, he was allowed to go with his father in the evening to the Taproot Inn, but while his father was arguing with the neighbours, Teeton listened to the Bard performing there, the old one-legged Skeefson, called Crutch. Skeefson soon was happy to have such a young boy at his feet and told him everything he knew, about the world, about nature, all the lore he gathered in a lifelong journey as a bard. Half a year ago, he was allowed to perform next the Skeefson, reciting stories of the Nirmathas struggle of independence, of the valor of their freedom fighters and much more.

Bill Tanner - NG expert (Tanner and leatherworker) - Stepfather
Teaheel - NG expert (leatherworker) - Mother
Maleen - CG child - sister
Skeefson, TN called Crutch (Bard) - Mentor
Baldurt Millerson LN (Warrior and militia sarge) - Friend


Glad for the chance!


Vincent Del Sol wrote:
Gilthanis here, with my submission :)

Stat block:

Wound/Vigor points – Names are backwards, Wounds should be 35

Weapons – Please include to hit, damage, crit, type and range info. Ex Longsword +5(1d8+3/19-20 x 2) S

Backstory – A bit short, but gets the point across. Maybe add in how your parents died if you think it affects your character at all.

Given the small size of the corrections I am considering your submission complete. Thanks.


Tassadan wrote:
Zig Druzzar

Stat block:

Skill points – please indicate by each skill the number of ranks in it

Backstory – Zig will need to get a job somewhere other than the town guard, as Phaendar doesn’t have one. I like the backstory though, the tone was good.

Other than that everything looks good. Consider this complete with the revisions needed upon acceptance.


Wilken wrote:
Olivia

Stat block:

Wound points – Should be 30 (double con score + con mod)

CMB – Where is the +2 to trip coming from?

Backstory – Solid

I will consider this complete given the littleness of the issues above. Thanks for the submission.


DM Rostam wrote:
Tassadan wrote:
Zig Druzzar
Stat block:

As there's no input here, I assume it was to your satisfaction?

DM Rostam wrote:
Skill points – please indicate by each skill the number of ranks in it

Done, and thanks so much for pointing this out! I had actually forgotten to take armor penalty into account, as well as give Zig background skills.

DM Rostam wrote:
Backstory – Zig will need to get a job somewhere other than the town guard, as Phaendar doesn’t have one

Sure! I've altered it so that he's now a woodsman, which is another great way to utilize his strength and also furthers his isolation from the rest of the town. Accordingly, I've replaced his weapons with a few axes.

DM Rostam wrote:

I like the backstory though, the tone was good.

Other than that everything looks good. Consider this complete with the revisions needed upon acceptance.

Aww, thanks! You can't see it but I'm blushing behind my keyboard. Below is all the revised info!

Crunch:
Human Crossblooded Rager – Zig Druzzar
Age 16; Height 6’6”; Weight 220 lbs
N Medium humanoid (human)
Init +1; Senses Perception +4

DEFENSE
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 dex)
Wound Points 30
Wound Threshold 14
Vigor Points 10 (1d10)
Fort +4, Ref +1, Will -2

OFFENSE
Speed 40 ft. (30 ft in armor)
Melee Greataxe +5 (1d12+6 x3),Battleaxe +5 (1d8+4 x3), or
2 Claws +7 (1d6+6 x2) (Bloodrage Only)
Ranged Handaxe +2 (1d6+4 x2)

STATISTICS
Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 14
Feats (2+3 GM granted Feats) – Power Attack, Risky Striker, Deadly Aim, Recovered Rage, Reckless Rage
Traits (2) – Ironfang Survivor, Unintentional Linguist
Skills(ACP-5a, -2b)(1 Bloodrager Level + 1 Human+1 FCB-1 Int) – Acrobatics +1 (1 rank), Intimidate +6 (1 rank), Perception +4 (1 rank),Ride -3, Spellcraft +4 (1 rank), Survival +4 (1 rank), Profession (Woodsman) +4 (1 rank), Perform (Sing) +6 (1 rank)
FCB – Level 1 - SP
Languages(1) Common, Abyssal
SQ Bloodrage, Fast Movement, Claws,

Combat Gear – Scalemail(30 lbs, 50 gp), Heavy Wooden Shield(10 lbs, 7 gp), Throwing axe x2 (4lbs, 16gp), Battleaxe (6 lbs, 10gp), Greataxe (12 lbs, 20gp)
Other Gear 2gp, Traveler's Outfit

Light Load 101 Medium Load 202 Heavy Load 303
Total Carried 62 lbs

Bio:

“Unnatural” gets thrown around a lot near the Fangwood, but when a normal-sized 14-year-old child becomes a hulking 6’6” behemoth in two years… that’s a new kind of unnatural..

It didn’t happen in a vacuum. Zig’s father, a Nirimathi veteran, was called into service to help lay siege to Ramgate. Unable to stomach her husband fighting without her by his side, she and Zig accompanied him, staying and working in one of the supply camps. When all hell broke loose and the Hobgoblins began slaughtering civilians wholesale, their camp was one of the first hit. Zig could do nothing but watch as a hobgoblin blade tore through his mother’s flesh. It was an image that would forever be burned into his memory. But afterwards? No memory. None whatsoever.

The next thing he remembers is a Nirmathi healer pulling hobgoblin corpses off of him. The healer claimed there were at least seven corpses surrounding and covering Zig, all torn to shreds by the same parrallel cuts, like a wild animal. After healing his wounds, the healer sent Zig back home traumatised and still covered in blood.

His childhood friend’s family, the Sextons, took him in without question, but that’s when the “Growth Spurt” began. In two years the boy went from 5’3” to 6’6”, and gained an appetite that nearly bankrupted the Sextons. It got to the point where Zig had to get a job to fuel his food needs. He became a woodcutter, putting his newfound strength to use, but in turn further isolating himself from the community by spending long hours at the border of the Fangwood.

All this time, rumors abounded that the souls of the Ramgate massacre were inhabiting his body, or that he himself ate hobgoblin flesh and could not sate his hunger. The truth was far more sinister. Somewhere in Zig’s very DNA, something dark was stirring. Something that his anger and fear had awakened. He began hearing voices from the stars, seeing things out of the corners of his eyes. When he tried to pray at the altars of Desna and Erastil, his prayers were interrupted in his mind by strange voices in languages he could somehow understand. Bad omens followed: flowers wilting at the altars, cracks forming in the wood of the statues, it didn’t take long before Zig was barred from entering the shrine.

He could still visit the shrine of The Green faith without incident, and was given much advice by Vero Caligni, the shrine’s steward, on how to achieve a better balance with nature. Rather than things getting better, the voices started talking whenever they damn well pleased. Zig began to talk back, hoping that he could appease them, get them to finally shut up. Responding seemed to only make it worse: he felt the voices calling him deeper and deeper into the Fangwood with each excursion, calls he felt he couldn’t resist, and he began arming himself accordingly in case of encounters with the darker denizens of the forest.

What was a normal, even charming young man two years ago is now a hulking nervous wreck, hearing voices and talking back to them in Abyssal often without realizing, abandoned almost entirely by his community. If something doesn’t change soon, Zig will most likely lose himself to the madness entirely… or worse.

townsfolk:
Vero Caligni – True Neutral – Male Halfling– Adept 1 – Mentor and Spiritual guide – Tends to the Shrine of the Green Faith
Vero has been attempting to help Zig achieve “balance” with nature. As ill-omens have consistently appeared at his visits to the shrines of Desna and Erastil, the shrine of The Green Faith is the only one Zig is still welcome at.
Alice Greenfens – Chaotic Neutral – Female Half-Elf – Commoner 1 – Unrequited Crush? – Barmaid at the Taproot Inn.
Zig has had a crush on Alice since before he can remember. She used to bully him when they were young. Now, with rumors abounding that Zig is “possessed” or “corrupted,” she’s one of the few people in town who will talk to him. Whether this is because she’s unafraid of Zig, feels bad for bullying him in the past, or possibly even returns his feelings is anyone’s guess.
Jericho Sexton – Neutral Good – Male Human – Expert 2 – Foster Father – Hunter
After Zig’s parents were brutally slain, Jericho and his wife took him in as their own.
Alaina Sexton – Neutral Good – Female Human – Commoner 1 – Foster Mother – Housewife
Alaina was Zig’s mother’s best friend since childhood. She had a sinking feeling when Zig’s father was sent to fight at Ramsgate, and his mother followed to support the troops. She had no idea that she’d never see her best friend again. Once full of mirth and energy, Alaina has been uncharacteristically quiet for almost two years.
Malik Sexton – Chaotic Good – Male Human – Commoner 1 – Best Friend – Works as a clerk at Phaendar Trading Company
Zig’s best friend since childhood. His feelings haven’t changed since Zig came back from Ramgate. If anything, he’s become kinder and softer to Zig in the two years since.


Baralas wrote:
Baralas a Chernasardo ranger hopeful.

Stat block:

Hit points – we are using wounds and vigor, please see the character creation spoiler in the OP.

Traits – Nirmathi Militia and Stalwart Elk are not from the PRD, please select traits from the PRD.

Drawback – There is no drawback selected, please select one since you have three traits

Skills – Please list the amount of ranks invested in each skill

Nirmathi Irregular – Please take FE (Human) and FT (Forest) as suggested by the archetype, since that was the condition under which I let this archetype into the game, for theme.

Backstory: The burnings of Tamran would have happened before you were born unless you are about 65-70 which doesn’t really fit with your backstory (please provide source if I am wrong). The rest is solid.

NPCs – I need you to submit 5 NPCs as per the character creation rules in the spoiler.

Once you fix those issues I will update you to be completed.


Helikon wrote:
Teeton Rework

Auspicious Tattoo is from Humans of Golarion, which is not on the PRD. Please use the PRD, found here


Tassadan wrote:
DM Rostam wrote:
Tassadan wrote:
Zig Druzzar
Stat block:
As there's no input here, I assume it was to your satisfaction?

Disregard that. I just realized your skill point feedback is feedback on the Stat Block. Duh.


Gm:

I sincerly apologize for that misunderstanding. I have now checked the srd, and I found militia veteran, I think it fits nicely to my backstory It is from the Srd-Prd-character background-traits. I hope this is fine. If it is, I will pick survival. If not I will pick armor expert. It doesn't feel as perfect, but I want to make it easier. Again apologies for that misunderstanding!


Helikon wrote:
** spoiler omitted **

Helikon:
No worries. Militia veteran (survival) works for me. Consider you character complete.

The +2 to trip was because I innitially had Improved Trip instead of Combat Reflexes, shouldn't be there, just ignore it, please.

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